Rabu, 01 Agustus 2018

Dead or Alive 6 New Character Diego Makes His Debut Against Rig

New Dead or Alive 6 Character

Back in June 2018, before the rush of E3 2018, Koei Tecmo and Team Ninja revealed the latest entry in the Dead or Alive series. More details were promised a few days later, but aside from the announcements that Dead or Alive 6 will be playable at EVO 2018 and that the sexualization of the game’s female characters will finally be toned down, information has largely been delivered rather slowly. Until now, as a new Dead or Alive 6 character named Diego has appeared.

Diego, a street fighter who grew up in New York’s back alleys, brings a sort of Def Jam: Fight for NY kind of flare to Dead or Alive 6. He pummels his opponents with headlocks, shoulder chargers, and tackles. In addition to his unorthodox method of fighting—in relation to the rest of the Dead or Alive cast—Diego also makes ample use of his environment. In his trailer, he shoves his opponents into barrels and fences before curb stomping them in the dirtiest display of dirty fighting we may have ever seen.

Watch Diego’s reveal trailer as he battles against returning Dead or Alive 5 antagonist, Rig.

During E3 2018, we had the chance to check out Dead or Alive 6 with a hands-on preview. Our senior editor, Chandler Wood, said that while he still wouldn’t consider himself a fan, “It’s great to see one of the long-running series in the genre reinventing itself.” He continued to say that, with Dead or Alive 6 taking itself a “bit more seriously and offering an intensity to the battles, the series may be able to escape the generalization of ‘sexy fighter’ that it has earned itself.”

We’ll have to wait until Dead or Alive 6 enters to ring to see if it really has reinvented itself. Dead or Alive 6 will be available sometime in the first quarter of 2019 for PC, PlayStation 4 and Xbox One.

[Source: IGN]

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Sunless Sea Makes Its Console Debut on the PS4

Sunless Sea PS4 Release Date

Developed by Failbetter Games and originally released on Steam in 2015, Sunless Sea is making its way to the PlayStation 4 sometime in 2018. This marks Failbetter’s first console launch ever.

Described as a literary RPG, Sunless Sea is a game known for “discovery, loneliness, and frequent death” as players traverse a “Victorian-gothic Fallen London universe.” The setting itself has an ominous beauty to it, which players experience from a top-down perspective.

As we often see with ports, the PlayStation 4 version of the game will include the expansion Zubmariner and thus be called Sunless Sea: Zubmariner Edition. This game hinges on narrative just as much as exploration. Narrative Director Chirs Gardiner explained what players are in for, having stated:

Sunless Sea invites you to take the helm of a steam ship and explore a subterranean sea full of sinister, story-filled islands. If the pirates, sentient icebergs and swarms of bats don’t get you, madness and cannibalism certainly will. Smuggle sunlight, barter your soul, become a spy. Seek immortality or provoke a revolution of tigers. Perhaps you’ll even achieve your life’s ambition, if you don’t lose your mind and eat your crew first.

Rest assured that this should be a quality port, as Failbetter Games is actually partnering with BlitWorks, a company known for mobile versions of Invisible Inc., Don’t Starve, Broken Age and Bastion, among others. Additionally, Sunless Sea was among the nominees for the best emotional artistic game in 2016 and for best writing in 2017, so this is definitely a game to keep an eye on.

Will you be diving into this bizarre exploration when it comes to PS4 later this year?

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God of War Earned $131 Million in Digital Sales During Its Launch Month

god of war digital sales

God of War’s storied success constantly impresses, as news about sales data continues to emerge. Recently, Sony’s Chief Financial Officer Hiroki Totoki spoke to investors about the publisher’s first-party success. Of course, God of War was mentioned, with Totoki saying the game’s sales “significantly exceeded expectations.” This comes as no surprise, considering the franchise’s latest entry crossed five million copies sold in April 2018, its launch month, alone. It’s performing well on the digital front, too. Apparently, 2.1 million digital copies of God of War were sold during its launch month. Now, this data has been quantified in terms of dollars.

An article from SuperData Research reported God of War’s digital sales earned $131 million during April 2018. SuperData posited that an emphasis on “rich storytelling in games” led to its this success, as well as that of other story-driven titles.

The surging emphasis of rich storytelling in games is a key reason why story-driven titles are earning big. During their respective launch months, The Witcher 3 earned $69M, Uncharted 4 made $56M, and God of War raked in $131M in total digital revenue. These results show that there is a significant demand for narrative experiences among gamers.

Despite the success of multiplayer, with battle royale titles estimated to rake in $20 billion in 2019, a hunger for single-player games exists. God of War’s incredible sales serve as proof positive that narrative-driven franchises are indeed here to stay.

[Source via Wccftech]

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Rebellion Teases Possibility of Judge Dredd and 2000 AD Games

judge dredd games

In 2000, Rebellion Developments, the publisher behind Sniper Elite, became home to 2000 AD—the comics label best known for Judge Dredd. Judge Dredd: Dredd vs. Death, a first-person shooter developed by Rebellion, launched in late 2003. Thus far, it’s been Rebellion’s sole foray into the franchise, apart from the mobile title, Judge Dredd vs. Zombies. During E3 2018, Rebellion founder, Jason Kingsley said news may be incoming that concerns Dredd’s return to gaming. Since then, all’s remained quiet. However, a recent interview stoked the fires of hope again.

When Kingsley talked to Express Online, he reiterated Rebellion’s stance on working with third-party developers.

One thing I said about a year ago is that I was opening up the intellectual property catalog to third-parties. But we’ve had a lot of people interested in working with us, and their visions for our intellectual properties, which is really exciting.

Kingsley added that these relationships may open the door for 2000 AD games, especially those of the Judge Dredd variety.

So hopefully, I would reckon towards the end of this year [2018]/beginning of next [2019], we’ll start to see the fruits of that and start to announce things that we’re working on and show people what’s going on. Fingers crossed we’ll get some more 2000 AD games soon.

When asked about Dredd directly, Kingsley noted, “Well Judge Dredd is obviously one of our major comic book characters, so I would be surprised if there wasn’t going to be some activity around Judge Dredd, but we’re not actually announcing anything.”

There is hope that fans of the street judge may once again take the fight to Mega-City One in a game world. Unfortunately, a confirmation could take longer than desired.

While the wait persists, more Rebellion-developed goodness is on the horizon. Strange Brigade, a third-person cooperative shooter set in 1930’s Egypt, hits the PC, PS4, and Xbox One on August 28, 2018.

[Source: Express Online]

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Dead Cells Players’ Input Helped Make the Game Better

Dead Cells Release

It’s pretty crazy to that Dead Cells is already an indie hit, when it isn’t even out yet. This is because the game has already been available via Early Access on Steam. With 750,000 copies sold and a vast majority of positive reviews since originally entering Early Access for Windows back on May 10, 2017, it’s clear that this was the right choice. But Early Access didn’t seem like such a good (or safe) idea back then, according to responses given in a Gamasutra interview with Motion Twin Lead Designer Sébastien Bénard. Here’s how the team when from skeptical to successful.

Bénard cited the Motion Twin’s approach as a key factor in keeping fans content, while allowing the game to grow through additional development and experimentation. It was all about making things clear to the community and never promising something that had a chance of not being ready on time or being the right fit. Bénard reflected, “If it was some kind of experimental thing, we’d just explain that it was experimental, and that it might not survive Early Access. That was true of multiplayer, something the team mentioned as a possibility early on: it was always described as a ‘maybe,’ so fans weren’t angry when the idea was ditched.”

But not making fans angry wasn’t the same as making everyone happy. Every game  will be criticized. Sometimes, that’s on the player and their tastes, but other times there’s something there for the team to think about. Bénard said, “Even if I don’t agree with some points, usually there’s some meaning we can take out of it. Most important feedback is negative—it’s really useful for us to focus on it and understand the small things that people didn’t feel was right with the game.” This couldn’t have been an easy feat, as the average player usually doesn’t have the background to clearly articulate what changes need to be made or what’s causing a certain control to feel a certain way. Other times, the criticism is more focused on expressing anger or frustration than providing feedback. It was up to the team to parse through that and find something they could use.

Bénard referred to his time reading player feedback and interacting on forums as playing a crucial role in creating the final version of Dead Cells, as almost half the changes made during Early Access were a direct result of player feedback. Motion Twin reinforced this relationship by being transparent about the impact player feedback had on their game. Patch notes explicitly mentioned when a change was a direct result of player suggestions. “It’s the feeling that even if your idea is not taken, it has been heard,” Bénard stated. All of this is in keeping with an emphasis on equality, which we even see in how their employees are paid.

Watch all these wonderful ideas, from Motion Twin and players alike, come together when Dead Cells releases on August 8, 2018 for the PlayStation 4, Xbox One, Nintendo Switch, and PC. Remember, you can even get a physical copy via Signature Edition games.

[Source: Gamasutra]

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Lords of the Fallen 2 Development Starting Over

Lords of the Fallen 2 starting fresh

About two months ago, Polish company CI Games revealed that it has assigned a developer continue the creation of Lords of the Fallen 2, the Dark Souls-like action-RPG. The development of this sequel was in limbo for some time. However, things have picked up since then, and the project is now being handled by NYC-based Defiant Studios.

“We finally decided to move forward with Defiant because we were impressed with their game concept, production expertise, and the pedigree of their developers,” said CI Games boss Marek Tymiński.

We have learned that Lords of the Fallen 2 is getting a fresh start. This means that, for starters, Defiant Studios is not utilizing any existing design work that was completed by Tomasz Gop, the previous project lead, and his team, who were in pre-production for two years. Just in case you were worried, the game’s concept is going to remain the same, so it will still have gameplay mechanics very similar to Dark Souls.

“It’s really a reset, it’s a fresh start,” Defiant Studios managing director David Grijns revealed. “It’s a new engine—Unreal 4—and a new team. A team which does not have a long and illustrious background in action RPG development, but we actually see it as a strength.”

He added: “We are hopefully doing some things which will surprise fans of the first one [Lords of the Fallen 1], and we have an opportunity to expand the fanbase. There were a lot of people who were reticent to enter the subgenre of the very difficult…”

“Death simulator,” said Grijns.

“It’s like, ‘From Software rules the roost in this particular area of the badlands so abandon all hope ye who enter here.’ And those are exactly the sorts of projects we love. We have a very senior team and what senior people want is to be challenged. The higher the challenge technically and creatively, the more interested we get. When you’ve built a 400-square-mile game like Just Cause 3 with a lot of new tech, and taking a lot of tech risks, every mountain after that doesn’t seem so insurmountable. For us, having reached that peak, and looking out over the landscape, it’s like, ‘Alright what’s the next big challenge for us?'”

Yep, we all know how everyone loves a death simulator these days. Are you guys interested in Lords of the Fallen 2? Let us know in the comments below.

[Source: Eurogamer.net]

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